//****************************************************************************
// Copyright (c) 2011-2013,WebJet Business Division,CYOU

// http://www.genesis-3d.com.cn

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the Software), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//*****************************************************************************
Shader "PostEffect_ColoredNoise" {
	Parameters{	
	Float [NoiseSize]<NosieSize> = "5.0"
	Float [Strength]<Strength> = "2.0"
	Vector [UVOffset]<UVOffset> = "0.0,0.0,0.0,0.0"
	sampler2D [NoiseMap]<NoiseMap> = "white"
	}
	
	RenderQueue "CUSTOMDRAW"
	
	
		CODEBEGIN

			float  NoiseSize;
			float  Strength;
			float4 UVOffset;
			sampler2D NoiseMap;
			
			struct VS_OUTPUT
			{
				float4 Position		: POSITION0;   // vertex position 
				float4 PosTex		: TEXCOORD0;//xy is positon, and zw is texCoords coord
			};
			struct PS_INPUT
			{
				float4 PosTex		: TEXCOORD0;
			};
			
			VS_OUTPUT mainVs(in float3 vPos : POSITION)
			{
					VS_OUTPUT Output;
									
					Output.Position.xy = vPos.xy;	
					Output.Position.zw = float2(0.9f, 1.0f);
					Output.PosTex.xy = vPos.xy;
					Output.PosTex.zw = 0;
					return Output;
			}

			float Luminance( float3 c )
			{
				return dot( c,float3(0.22, 0.707, 0.071));
			}

			float4 mainPs(PS_INPUT o) : COLOR0
			{
				float2 texCoords = getUVfromscreenspace(o.PosTex.xy);
				float4 screenColor = tex2D (g_MainBuffer, texCoords);

				float4 noise = tex2D (NoiseMap, NoiseSize*(texCoords+UVOffset.xy))*Strength ;			
				noise *= (0.5-Luminance(screenColor.xyz));		
   				return screenColor+noise;
			}
		CODEEND

			Technique "PostEffect_ColoredNoise"{
		               Pass{
			           Compiler
			          {
				       VertexShader = mainVs
				       PixelShader = mainPs			
			          }

		
			            RenderSTATE { 
							cullMode "Back"
							ZTest Off
							ZWrite Off
							blendMode Off
							alphatest Off
							samplerState "g_MainBuffer" [Clamp] [Point]
							samplerState "NoiseMap" [Wrap] [Point]
						 }

		                    }
	                }
}



                                                         